9786027

Predictive Bi-Adaptive Streaming of Real-Time Interactive Computer Graphics Content

PublishedOctober 10, 2017
Assigneenot available in USPTO data we have
Technical Abstract

Patent Claims
28 claims

Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.

Claim 1

Original Legal Text

1. A player device comprising: one or more processing modules in data communication with a server through a network; and one or more non-transitory memory storage modules storing computing instructions configured to run on the one or more processing modules and perform: playing a first interactive 3D simulation for a first 3D location of a computer graphics (CG) content clip for at least a first predetermined length of time, the CG content clip comprising a plurality of 3D locations renderable using a plurality of 3D assets each at a level of detail, and the plurality of 3D locations comprising the first 3D location; while playing the first interactive 3D simulation and within the first predetermined length of time: determining a first subset of the plurality of 3D assets to be downloaded for rendering two or more second 3D locations of the plurality of 3D locations, the two or more second 3D locations being selectable options for playback directly subsequent to playing the first interactive 3D simulation for the first 3D location; adapting each of the levels of detail for one or more first 3D assets of the first subset of the plurality of 3D assets based at least in part on (a) a bandwidth for downloading the first subset of the plurality of 3D assets through the network, and (b) a processing power of the player device; and downloading the first subset of the plurality of 3D assets at each of the levels of detail for the plurality of 3D assets, including each of the levels of detail, as adapted for the bandwidth and the processing power, for each of the one or more first 3D assets of the first subset of the after the first predetermined length of time, receiving a selection for a selected 3D location of the two or more second 3D locations; and playing a second interactive 3D simulation for the selected 3D location using at least a second subset of the first subset of the plurality of 3D assets, the second interactive 3D simulation being played devoid of delays for downloading and rendering the second interactive 3D simulation based on each of the levels of detail for the one or more first 3D assets that was adapted for the bandwidth and the processing power during the first predetermined length of time.

Plain English Translation

A player device streams interactive 3D graphics. While a user views a first 3D location in a scene, the device predicts and downloads 3D assets for several possible next locations. The level of detail (LOD) for these assets is adjusted based on available bandwidth and the device's processing power. When the user selects a new location, the pre-downloaded and LOD-adjusted assets are used to render the new location without delay. The device has processing modules, memory, and networking to communicate with a server.

Claim 2

Original Legal Text

2. The player device of claim 1 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets based at least in part on a current running average of the bandwidth.

Plain English Translation

The player device from the previous 3D streaming description adjusts the level of detail (LOD) of 3D assets based on a running average of the network bandwidth. Instead of relying on instantaneous bandwidth, this average smooths out fluctuations, providing a more stable LOD selection for pre-downloaded assets used in rendering the next 3D location within the interactive environment.

Claim 3

Original Legal Text

3. The player device of claim 1 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: determining whether the first subset of the plurality of 3D assets can be downloaded through the network within the first predetermined length of time when each of the levels of detail for each of the first subset of the plurality of 3D assets is a highest level of detail; and if the first subset of the plurality of 3D assets cannot be downloaded through the network within the first predetermined length of time when each of the levels of detail for each of the first subset of the plurality of 3D assets is a highest level of detail, decreasing each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets until the first subset of the plurality of 3D assets can be downloaded within the first predetermined length of time.

Plain English Translation

The player device from the previous 3D streaming description determines the level of detail (LOD) for future 3D assets by first checking if it can download all assets at the highest LOD within a set time limit. If not, it reduces the LOD of one or more assets and checks again. This process repeats until the device can download the assets in time, balancing visual quality with timely delivery, so that the next location can be immediately rendered.

Claim 4

Original Legal Text

4. The player device of claim 1 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: using a bandwidth score for each of the levels of detail for the first subset of the plurality of 3D assets to determine whether the first subset of the plurality of 3D assets can be downloaded within the first predetermined length of time.

Plain English Translation

The player device from the previous 3D streaming description uses a bandwidth score associated with each level of detail (LOD) when deciding which LOD to use for pre-downloaded 3D assets. This score helps determine if the assets can be downloaded in time. By using precomputed scores per LOD, the system efficiently finds a balance between download time and visual quality, ensuring smooth transitions between locations.

Claim 5

Original Legal Text

5. The player device of claim 1 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets based at least in part on a current running average of the processing power of the player device.

Plain English Translation

The player device from the previous 3D streaming description adjusts the level of detail (LOD) of pre-downloaded 3D assets based on a running average of the device's processing power, in addition to available bandwidth. This helps avoid situations where assets download quickly but the device struggles to render them at a high frame rate, ensuring a smoother interactive experience by considering both network and processing constraints.

Claim 6

Original Legal Text

6. The player device of claim 1 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: determining whether a subset of the first subset of the plurality of 3D assets for rendering each of the two or more second 3D locations can be rendered within a predetermined framerate using each of the levels of detail, as currently set, for the subset of the first subset of the plurality of 3D assets; and for each of the two or more second 3D locations, if the subset of the first subset of the plurality of 3D assets for rendering the second 3D location cannot be rendered within the predetermined framerate, decreasing each of the levels of detail for one or more 3D assets of the subset of the first subset of the plurality of 3D assets until the subset of the first subset of the plurality of 3D assets can be rendered within the predetermined framerate; and the one or more first 3D assets comprise each of the one or more 3D assets of each of the subsets of the first subset of the plurality of 3D assets.

Plain English Translation

The player device from the previous 3D streaming description determines level of detail (LOD) by checking if a future location can be rendered at a target framerate using assets at their current LODs. If the framerate is too low, the device reduces the LOD of assets specifically needed for that location until the target framerate is met. It adapts LOD for different possible locations based on the rendering cost, balancing visual quality and performance.

Claim 7

Original Legal Text

7. The player device of claim 1 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: using a processing score for each of the levels of detail for the first subset of the plurality of 3D assets to determine whether each subset of the first subset of the plurality of 3D assets for rendering each of the two or more second 3D locations can be rendered within a predetermined framerate.

Plain English Translation

The player device from the previous 3D streaming description uses processing scores for each level of detail (LOD) to determine if a future 3D location can be rendered at a target framerate. These scores pre-calculate the rendering cost for different LODs, allowing the device to efficiently select LODs that balance visual quality and performance, ensuring a smooth transition to the next location.

Claim 8

Original Legal Text

8. The player device of claim 1 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: determining the one or more first 3D assets of the first subset of the plurality of 3D assets for adapting each of the levels of detail, based on priority levels of the first subset of the plurality of 3D assets.

Plain English Translation

The player device from the previous 3D streaming description prioritizes certain 3D assets when adapting their level of detail (LOD) based on their importance. For example, critical assets like character models might be given higher priority than background details. When reducing LODs to meet bandwidth or processing constraints, less important assets are reduced first, maintaining visual quality for essential elements of the scene.

Claim 9

Original Legal Text

9. The player device of claim 1 , wherein: determining the first subset of the plurality of 3D assets to be downloaded for rendering the two or more second 3D locations of the plurality of 3D locations further comprises: determining one or more second 3D assets of the plurality of 3D assets for rendering the two or more second 3D locations that are already in a cache of the player device, such that the one or more second 3D assets are not included in the first subset of the plurality of 3D assets to be downloaded for rendering the two or more second 3D locations.

Plain English Translation

The player device from the previous 3D streaming description checks its cache for 3D assets needed for the next possible locations. If an asset is already cached, it is not included in the list of assets to be downloaded. This avoids redundant downloads and saves bandwidth, optimizing the pre-download process and reducing potential delays when the user switches to a new location.

Claim 10

Original Legal Text

10. The player device of claim 1 , wherein the computing instructions are further configured to perform: after receiving the selection for the selected 3D location of the two or more second 3D locations, evicting from a cache of the player device a third subset of the first subset of the plurality of 3D assets, the third subset of the first subset of the plurality of 3D assets being devoid of any of the second subset of the first subset of the plurality of 3D assets.

Plain English Translation

After the user selects the next 3D location, the player device from the previous 3D streaming description removes any unneeded 3D assets from its cache, specifically those that were pre-downloaded for other potential locations but are not required for the selected one. This clears space in the cache, making room for assets needed in subsequent location changes and improving overall memory management.

Claim 11

Original Legal Text

11. The player device of claim 1 , wherein: determining the first subset of the plurality of 3D assets to be downloaded for rendering the two or more second 3D locations of the plurality of 3D locations further comprises: using a location graph comprising a plurality of locations nodes each representing a different one of the plurality of 3D locations to determine the two or more second 3D locations of the plurality of 3D locations.

Plain English Translation

The player device from the previous 3D streaming description uses a location graph to determine which 3D locations are most likely to be visited next. The graph represents the possible paths a user can take through the 3D environment. This graph structure helps the device prioritize the pre-download of assets for the most probable next locations, optimizing bandwidth usage and minimizing loading times.

Claim 12

Original Legal Text

12. The player device of claim 11 , wherein: the location graph is a directed graph.

Plain English Translation

The location graph from the previous 3D streaming description is a directed graph, meaning the connections between locations have a specific direction. This reflects the fact that some transitions between locations are only possible in one direction. This allows the system to model asymmetrical relationships between locations accurately.

Claim 13

Original Legal Text

13. The player device of claim 11 , wherein: the location graph is a cyclic graph.

Plain English Translation

The location graph from the previous 3D streaming description is a cyclic graph, meaning the user can return to previously visited locations. This allows the system to model environments where users can loop back to earlier areas, ensuring assets are available even when revisiting locations, and supporting complex navigation patterns.

Claim 14

Original Legal Text

14. The player device of claim 1 , wherein: the level of detail for a first one of the plurality of 3D assets is different than a level of detail for a second one of the plurality of 3D assets.

Plain English Translation

The level of detail (LOD) can be set differently for different 3D assets within the same 3D environment. The previous 3D streaming description allows some assets to have higher detail than others. This balances visual fidelity with performance constraints, where some assets can be rendered at high quality, while others have their LOD reduced to maintain interactive framerates.

Claim 15

Original Legal Text

15. A method being implemented on a player device via execution of computer instructions configured to run at one or more processing modules and configured to be stored at one or more non-transitory memory storage modules, the method comprising: playing a first interactive 3D simulation for a first 3D location of a computer graphics (CG) content clip for at least a first predetermined length of time, the CG content clip comprising a plurality of 3D locations renderable using a plurality of 3D assets each at a level of detail, and the plurality of 3D locations comprising the first 3D location; while playing the first interactive 3D simulation and within the first predetermined length of time: determining a first subset of the plurality of 3D assets to be downloaded for rendering two or more second 3D locations of the plurality of 3D locations, the two or more second 3D locations being selectable options for playback directly subsequent to playing the first interactive 3D simulation for the first 3D location; adapting each of the levels of detail for one or more first 3D assets of the first subset of the plurality of 3D assets based at least in part on (a) a bandwidth for downloading the first subset of the plurality of 3D assets from a server to the player device through a network, and (b) a processing power of the player device; and downloading the first subset of the plurality of 3D assets at each of the levels of detail for the plurality of 3D assets, including each of the levels of detail, as adapted for the bandwidth and the processing power, for each of the one or more first 3D assets of the first subset of the plurality of 3D assets; after the first predetermined length of time, receiving a selection for a selected 3D location of the two or more second 3D locations; and playing a second interactive 3D simulation for the selected 3D location using at least a second subset of the first subset of the plurality of 3D assets, the second interactive 3D simulation being played devoid of delays for downloading and rendering the second interactive 3D simulation based on each of the levels of detail for the one or more first 3D assets that was adapted for the bandwidth and the processing power during the first predetermined length of time.

Plain English Translation

A method implemented on a player device streams interactive 3D graphics. While a user views a first 3D location in a scene, the method predicts and downloads 3D assets for several possible next locations. The level of detail (LOD) for these assets is adjusted based on available bandwidth between a server and the device, and the device's processing power. When the user selects a new location, the pre-downloaded and LOD-adjusted assets are used to render the new location without delay.

Claim 16

Original Legal Text

16. The method of claim 15 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets based at least in part on a current running average of the bandwidth.

Plain English Translation

The method from the previous 3D streaming description adjusts the level of detail (LOD) of 3D assets based on a running average of the network bandwidth. Instead of relying on instantaneous bandwidth, this average smooths out fluctuations, providing a more stable LOD selection for pre-downloaded assets used in rendering the next 3D location within the interactive environment.

Claim 17

Original Legal Text

17. The method of claim 15 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: determining whether the first subset of the plurality of 3D assets can be downloaded through the network within the first predetermined length of time when each of the levels of detail for the first subset of the plurality of 3D assets is a highest level of detail; and if the first subset of the plurality of 3D assets cannot be downloaded through the network within the first predetermined length of time when each of the levels of detail for the first subset of the plurality of 3D assets is a highest level of detail, decreasing each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets until the first subset of the plurality of 3D assets can be downloaded within the first predetermined length of time.

Plain English Translation

The method from the previous 3D streaming description determines the level of detail (LOD) for future 3D assets by first checking if it can download all assets at the highest LOD within a set time limit. If not, it reduces the LOD of one or more assets and checks again. This process repeats until the method can download the assets in time, balancing visual quality with timely delivery, so that the next location can be immediately rendered.

Claim 18

Original Legal Text

18. The method of claim 15 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: using a bandwidth score for each of the levels of detail for the first subset of the plurality of 3D assets to determine whether the first subset of the plurality of 3D assets can be downloaded within the first predetermined length of time.

Plain English Translation

The method from the previous 3D streaming description uses a bandwidth score associated with each level of detail (LOD) when deciding which LOD to use for pre-downloaded 3D assets. This score helps determine if the assets can be downloaded in time. By using precomputed scores per LOD, the system efficiently finds a balance between download time and visual quality, ensuring smooth transitions between locations.

Claim 19

Original Legal Text

19. The method of claim 15 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets based at least in part on a current running average of the processing power of the player device.

Plain English Translation

The method from the previous 3D streaming description adjusts the level of detail (LOD) of pre-downloaded 3D assets based on a running average of the device's processing power, in addition to available bandwidth. This helps avoid situations where assets download quickly but the device struggles to render them at a high frame rate, ensuring a smoother interactive experience by considering both network and processing constraints.

Claim 20

Original Legal Text

20. The method of claim 15 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: determining whether a subset of the first subset of the plurality of 3D assets for rendering each of the two or more second 3D locations can be rendered within a predetermined framerate using each of the levels of detail, as currently set, for the subset of the first subset of the plurality of 3D assets; and for each of the two or more second 3D locations, if the subset of the first subset of the plurality of 3D assets for rendering the second 3D location cannot be rendered within the predetermined framerate, decreasing each of the levels of detail for one or more 3D assets of the subset of the first subset of the plurality of 3D assets until the subset of the first subset of the plurality of 3D assets can be rendered within the predetermined framerate; and the one or more first 3D assets comprise each of the one or more 3D assets of each of the subsets of the first subset of the plurality of 3D assets.

Plain English Translation

The method from the previous 3D streaming description determines level of detail (LOD) by checking if a future location can be rendered at a target framerate using assets at their current LODs. If the framerate is too low, the device reduces the LOD of assets specifically needed for that location until the target framerate is met. It adapts LOD for different possible locations based on the rendering cost, balancing visual quality and performance.

Claim 21

Original Legal Text

21. The method of claim 15 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: using a processing score for each of the levels of detail for the first subset of the plurality of 3D assets to determine whether each subset of the first subset of the plurality of 3D assets for rendering each of the two or more second 3D locations can be rendered within a predetermined framerate.

Plain English Translation

The method from the previous 3D streaming description uses processing scores for each level of detail (LOD) to determine if a future 3D location can be rendered at a target framerate. These scores pre-calculate the rendering cost for different LODs, allowing the device to efficiently select LODs that balance visual quality and performance, ensuring a smooth transition to the next location.

Claim 22

Original Legal Text

22. The method of claim 15 , wherein: adapting each of the levels of detail for the one or more first 3D assets of the first subset of the plurality of 3D assets further comprises: determining the one or more first 3D assets of the first subset of the plurality of 3D assets for adapting each of the levels of detail, based on priority levels of the first subset of the plurality of 3D assets.

Plain English Translation

To provide a seamless interactive 3D experience, a player device proactively prepares for potential future actions. While a user is engaging with a current 3D simulation, the device identifies 3D assets needed for several possible next 3D locations. To prevent delays when the user eventually selects one of these next locations, the system adapts the Level of Detail (LOD) for these future 3D assets before they are downloaded. This adaptation process considers both the available network bandwidth for downloading and the player device's processing power for rendering. Crucially, when deciding *which* specific 3D assets (from the identified set for future locations) should have their LODs adjusted, the system prioritizes them based on pre-defined priority levels. This ensures that the most important assets are optimized appropriately given current system constraints. ERROR (embedding): Error: Failed to save embedding: Could not find the 'embedding' column of 'patent_claims' in the schema cache

Claim 23

Original Legal Text

23. The method of claim 15 , wherein: determining the first subset of the plurality of 3D assets to be downloaded for rendering the two or more second 3D locations of the plurality of 3D locations further comprises: determining one or more second 3D assets of the plurality of assets for rendering the two or more second 3D locations that are already in a cache of the player device, such that the one or more second 3D assets are not included in the first subset of the plurality of 3D assets to be downloaded for rendering the two or more second 3D locations.

Plain English Translation

The method from the previous 3D streaming description checks its cache for 3D assets needed for the next possible locations. If an asset is already cached, it is not included in the list of assets to be downloaded. This avoids redundant downloads and saves bandwidth, optimizing the pre-download process and reducing potential delays when the user switches to a new location.

Claim 24

Original Legal Text

24. The method of claim 15 , further comprising: after receiving the selection for the selected 3D location of the two or more second 3D locations, evicting from a cache of the player device a third subset of the first subset of the plurality of 3D assets, the third subset of the first subset of the plurality of 3D assets being devoid of any of the second subset of the first subset of the plurality of 3D assets.

Plain English Translation

After the user selects the next 3D location, the method from the previous 3D streaming description removes any unneeded 3D assets from its cache, specifically those that were pre-downloaded for other potential locations but are not required for the selected one. This clears space in the cache, making room for assets needed in subsequent location changes and improving overall memory management.

Claim 25

Original Legal Text

25. The method of claim 15 , wherein: determining the first subset of the plurality of 3D assets to be downloaded for rendering the two or more second 3D locations of the plurality of 3D locations further comprises: using a location graph comprising a plurality of locations nodes each representing a different one of the plurality of 3D locations to determine the two or more second 3D locations of the plurality of 3D locations.

Plain English Translation

The method from the previous 3D streaming description uses a location graph to determine which 3D locations are most likely to be visited next. The graph represents the possible paths a user can take through the 3D environment. This graph structure helps the device prioritize the pre-download of assets for the most probable next locations, optimizing bandwidth usage and minimizing loading times.

Claim 26

Original Legal Text

26. The method of claim 25 , wherein: the location graph is a directed graph.

Plain English Translation

The location graph from the previous 3D streaming description is a directed graph, meaning the connections between locations have a specific direction. This reflects the fact that some transitions between locations are only possible in one direction. This allows the system to model asymmetrical relationships between locations accurately.

Claim 27

Original Legal Text

27. The method of claim 25 , wherein: the location graph is a cyclic graph.

Plain English Translation

The location graph from the previous 3D streaming description is a cyclic graph, meaning the user can return to previously visited locations. This allows the system to model environments where users can loop back to earlier areas, ensuring assets are available even when revisiting locations, and supporting complex navigation patterns.

Claim 28

Original Legal Text

28. The method of claim 15 , wherein: the level of detail for a first one of the plurality of 3D assets is different than a level of detail for a second one of the plurality of 3D assets.

Plain English Translation

The level of detail (LOD) can be set differently for different 3D assets within the same 3D environment. The previous 3D streaming description allows some assets to have higher detail than others. This balances visual fidelity with performance constraints, where some assets can be rendered at high quality, while others have their LOD reduced to maintain interactive framerates.

Patent Metadata

Filing Date

Unknown

Publication Date

October 10, 2017

Inventors

Benjamin Cooley
Carlo Morgantini

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Cite as: Patentable. “PREDICTIVE BI-ADAPTIVE STREAMING OF REAL-TIME INTERACTIVE COMPUTER GRAPHICS CONTENT” (9786027). https://patentable.app/patents/9786027

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